Introduction to Virtual Reality (based on a talk by Bill Mark)
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1 Introduction to Virtual Reality (based on a talk by Bill Mark)
2 I will talk about... Why do we want Virtual Reality? What is needed for a VR system? Examples of VR systems Research problems in VR
3 Most Computers Today: 2D Desktop Good for word processing Not so good for thinking in 3D No interaction with real world
4 What we d like:
5 Images look 3D Real + Computer objects. Jet engine is real Documents are computer-generated
6 Goal for VR: Efficient tool Good tools help people work more efficiently VR can be a good tool. Of course, it s good for games too. But I won t talk much about that.
7 VR gives tighter Human- Computer Interface 3D images communicate more efficiently Humans think in 3D World is 3D 3D interface is more natural Less learning time
8 Next... Why do we want Virtual Reality? What is needed for a VR system? Examples of VR systems Research problems in VR
9 What is VR? (Part 1) Immersive Computer- generated images surround user Head-Mounted Display, or 360 degree display
10 What is VR? (Part 2) Interactive Move through world Change the world Fast update of display; typically > 12 frames/sec
11 VR sometimes used for Non-immersive systems Through-the- window Large display, but doesn t surround the user.
12 3D Graphics = VR 3D graphics is not necessarily immersive or interactive. So, VR 3D Graphics But, 3D Graphics VR VRML is not usually used for VR, despite the name!
13 VR vs.. AR Virtual reality virtual world imagery totally replaces real world Augmented reality virtual world imagery merged into real world (as in the jet engine repair picture)
14 VR system has: Head-motion tracker Video Display (often head-mounted display) 3D image generator Something to display Other input/output devices Lots of Software 3D Image Generator Position Video
15 Tracking Where are your head/eyes? (x,y,z) And, in which direction are you looking? Technologies Magnetic Optical Mechanical Accoustic
16 Optical Tracker Navigation by the Stars L.E.D. s on ceiling Photodiodes on user s head determine relative location of L.E.D. s
17 Display Devices Stereo Glasses LCD shutter for each eye Synchronized with display device
18 Display Devices Head Mounted Fully Immersive See-Through
19 Two types of see-through HMD s Optical see-through See real world directly See 3D graphics using half-silvered mirror Disadvantages: No occlusion, hard to register Video see-through Camera captures real-world Computer combines video with 3D graphics Disadvantages: Resolution, delay
20 3D Image Generators Silicon Graphics PC s Best commercially available machines for 3D graphics Expensive: ~$500,000 for best SGI machine. 3D Graphics for PC s is rapidly getting better.
21 Something to display It s difficult and expensive to build 3D models Model of an actual house 18 rooms 3 man-years
22 Other Devices Feeling Forces User can feel objects in virtual environment PHANToM (SenseAble Devices) PHANToM in use
23 Software VR systems software is hard to build Complex Real-time Lots of optimizations used to speed up system. These optimizations add to complexity. Many different I/O devices
24 Next... Why do we want Virtual Reality? What is needed for a VR system? Examples of VR systems Research problems in VR
25 Architectural Walkthrough Brooks kitchen model
26 Mechanical Design Bradley fighting vehicle
27 Nano-manipulator
28 Radiation Treatment Planning
29 Exposure Therapy for Acrophobia Virtual Elevator
30 AR: 3D Ultrasound see-through HMD (HMD + camera), head/hand tracking, (ultrasound probe)
31 Real 3D Ultrasound Experiment
32 Games VR for games is easier than VR for real work. Design the game to avoid shortcomings of VR Can t do this for real applications.
33 In the future -- Tele-presence
34
35 Next... Why do we want Virtual Reality? What is needed for a VR system? Examples of VR systems Research problems in VR
36 Trackers More accurate Greater range Easily portable No fixed sensors or fiducials in the world. Cheaper! Lower latency
37 Image Generation More realistic UNC is working on this problem PixelFlow is fastest graphics machine in the world (But you can t buy it). Much cheaper! Better hardware Better software to simplify models
38 More Realistic Image Based Acquire models directly from real world Avoid constructing 3D model
39 Real-time acquisition of depth It s difficult to determine depth of pixels Very primitive systems now:
40 Better Displays Higher resolution You are legally blind in most head-mounted displays! Smaller, lighter-weight
41 Interaction 2D paradigms do not translate directly to 3D Accurate control with many degrees of freedom is difficult in a non-solid environment
42 In summary VR is still a primitive technology But, some people are using it for real work today. It will be much better in the future. It s not like you see it in the movies. Need research in every area of VR systems.
43 Some suggested VR reading Special Issues Computer Graphics,, November 1996 Computer Graphics & Applications,, Nov Computer Graphics & Applications,, Sept Computer,, July 1995 SIGGRAPH Proceedings Presence
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